Gaming device with randomly triggerable feature games

ABSTRACT

A gaming device that includes a display displaying a plurality of symbols in a plurality of columns of symbol positions, respectively, and a game controller that determines whether the plurality of symbols selected for display include one or both of the first trigger symbol and the second trigger symbol, in response to determining that the symbols include a first trigger symbol but not a second trigger symbol, randomly determines whether to conduct a first feature game, and in response to determining that the symbols selected include both the first trigger symbol and the second trigger symbol, randomly determines whether to conduct a third feature game selected between the first feature game, a second feature game, and a composite game incorporating at least one characteristic of each of the first feature game and the second feature game.

RELATED APPLICATIONS

The present application claims priority to Australian Patent ApplicationNo. 2019901009, filed Mar. 26, 2019, and Australian Patent ApplicationNo. 2019236613, filed Sep. 23, 2019, which are both hereby incorporatedby reference in their entireties.

BACKGROUND

Electronic gaming machines (“EGMs”) or gaming devices provide a varietyof wagering games such as slot games, video poker games, video blackjackgames, roulette games, video bingo games, keno games and other types ofgames that are frequently offered at casinos and other locations. Playon EGMs typically involves a player establishing a credit balance byinputting money, or another form of monetary credit, and placing amonetary wager (from the credit balance) on one or more outcomes of aninstance (or single play) of a primary or base game. In many games, aplayer may qualify for secondary games or bonus rounds by attaining acertain winning combination or triggering event in the base game.Secondary games provide an opportunity to win additional game instances,credits, awards, jackpots, progressives, etc. Awards from any winningoutcomes are typically added back to the credit balance and can beprovided to the player upon completion of a gaming session or when theplayer wants to “cash out.”

“Slot” type games are often displayed to the player in the form ofvarious symbols arrayed in a row-by-column grid or matrix. Specificmatching combinations of symbols along predetermined paths (or paylines)through the matrix indicate the outcome of the game. The displaytypically highlights winning combinations/outcomes for readyidentification by the player. Matching combinations and theircorresponding awards are usually shown in a “pay-table” which isavailable to the player for reference. Often, the player may varyhis/her wager to include differing numbers of paylines and/or the amountbet on each line. By varying the wager, the player may sometimes alterthe frequency or number of winning combinations, frequency or number ofsecondary games, and/or the amount awarded.

Typical games use a random number generator (RNG) to randomly determinethe outcome of each game. The game is designed to return a certainpercentage of the amount wagered back to the player (RTP=return toplayer) over the course of many plays or instances of the game. The RTPand randomness of the RNG are critical to ensuring the fairness of thegames and are therefore highly regulated. Upon initiation of play, theRNG randomly determines a game outcome and symbols are then selectedwhich correspond to that outcome. Notably, some games may include anelement of skill on the part of the player and are therefore notentirely random.

SUMMARY

Certain embodiments provide a gaming device, a method of operating agaming device and a system where a composite feature game can beretriggered during a series of free games of a spinning reel game. If afeature is retriggered during the free games, the feature is collected.At the end of the free games, the processor examines the identity of thecollected features. If two or more features are collected, the processorconducts a composite feature that has the characteristics of theindividual feature games.

In an embodiment, a gaming device comprises a display, a processor, anda memory storing a) symbol data defining a plurality of reel strips, thereel strips comprising symbols including at least a first trigger symbolassociated with a first feature game, a second trigger symbol associatedwith a second feature game and a plurality of non-trigger symbols, thesymbols arranged on the reel strips so that one or both of the first andsecond trigger symbols can be selected at the same time, and (b)instructions. When the instructions are executed by the processor, theycause the processor to a) initiate a series of free games in response tothe occurrence of a designated trigger condition. In each free game, theinstructions cause the processor to (i) select symbols from the reelstrips for display in a plurality of columns of symbol positions,wherein each column of symbol positions corresponds to a reel strip ofthe plurality of reel strips, (ii) display the selected symbols on thedisplay in the plurality of columns of symbol positions, (iii) determinebased at least in part on whether the selected symbols include one orboth of the first and second trigger symbols, whether a triggercondition is met in respect of one or both of the first feature game andthe second feature game, and (iii) upon a trigger condition being met inrespect of one or both of the first and second trigger symbols, set therespective feature game as triggered. Upon both the first and secondfeature games being set as triggered at the conclusion of the freegames, the instructions cause the processor to conduct a first compositefeature game incorporating at least one characteristic of each of thefirst and second feature games.

Another embodiment, provides a method of operating a gaming devicecomprising a display and a memory storing symbol data defining aplurality of reel strips, the reel strips comprising symbols includingat least a first trigger symbol associated with a first feature game, asecond trigger symbol associated with a second feature game and aplurality of non-trigger symbols, the symbols arranged on the reelstrips so that one or both of the first and second trigger symbols canbe selected at the same time. The method comprises initiating a seriesof free games in response to the occurrence of a designated triggercondition. In each free game, the method comprises (i) selecting symbolsfrom the reel strips for display in a plurality of columns of symbolpositions, wherein each column of symbol positions corresponds to a reelstrip of the plurality of reel strips, (ii) displaying the selectedsymbols on the display in the plurality of columns of symbol positions,(iii) determining based at least in part on whether the selected symbolsinclude one or both of the first and second trigger symbols, whether atrigger condition is met in respect of one or both of the first featuregame and the second feature game, and (iii) upon a trigger conditionbeing met in respect of one or both of the first and second triggersymbols, setting the respective feature game as triggered. Upon both thefirst and second feature games being set as triggered at the conclusionof the free games, the method comprises conducting a first compositefeature game incorporating at least one characteristic of each of thefirst and second feature games.

Another embodiment provides a system comprising one or more processors,and at least one memory storing (a) symbol data defining a plurality ofreel strips, the reel strips comprising symbols including at least afirst trigger symbol associated with a first feature game, a secondtrigger symbol associated with a second feature game and a plurality ofnon-trigger symbols, the symbols arranged on the reel strips so that oneor both of the first and second trigger symbols can be selected at thesame time, and (b) instructions. When the instructions are executed bythe one or more processors, they cause the one or more processors to a)initiate a series of free games in response to the occurrence of adesignated trigger condition. In each free game, the instructions causethe one or more processors to (i) select symbols from the reel stripsfor display in a plurality of columns of symbol positions, wherein eachcolumn of symbol positions corresponds to a reel strip of the pluralityof reel strips, (ii) display the selected symbols on a display in theplurality of columns of symbol positions, (iii) determine based at leastin part on whether the selected symbols include one or both of the firstand second trigger symbols, whether a trigger condition is met inrespect of one or both of the first feature game and the second featuregame, and (iii) upon a trigger condition being met in respect of one orboth of the first and second trigger symbols, set the respective featuregame as triggered. Upon both the first and second feature games beingset as triggered at the conclusion of the free games, the instructionscause the one or more processors to conduct a first composite featuregame incorporating at least one characteristic of each of the first andsecond feature games.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is an exemplary diagram showing several EGMs networked withvarious gaming related servers.

FIG. 2 is a block diagram showing various functional elements of anexemplary EGM.

FIG. 3 illustrates an example reel strip layout.

FIG. 4 is a flow chart of a symbol selection method.

FIG. 5 is a flow chart of an embodiment.

FIGS. 6, 7, 8, and 9 are example screen displays.

FIG. 10 is a flow chart of an embodiment.

FIG. 11 illustrates another example reel strip layout.

FIGS. 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, and 25 areexample screen displays.

FIG. 26 is a flow chart of an embodiment.

FIG. 27 illustrates another example reel strip layout.

FIGS. 28, 29, 30, 31, 32, 33 and 34 are example screen displays.

DETAILED DESCRIPTION

Embodiments of the present disclosure represent a technical improvementin the art of electronic gaming machines, systems, and operating forsuch electronic gaming machines or systems. For example, at least someembodiments of the present disclosure provide additional functionalityin an electronic gaming machine by employing a display that provides avisual transformation of game characteristics. In such embodiments, aplurality of symbols are randomly selected for animated display at aplurality of symbol positions during a series of free games. When theplurality of symbols selected include one or both of a first triggersymbol and a second trigger symbol, the gaming machine randomly collectsa respective trigger based on the one or both of the first triggersymbol and the second trigger symbol. When both of the first triggersymbol and the second trigger symbol have been collected, the gamingmachine conducts a composite game incorporating one characteristic ofthe first feature game and one characteristic of the second featuregame.

Embodiments of the present disclosure represent another technicalimprovement in the art of electronic gaming machines, systems, andoperating for such electronic gaming machines or systems. For example,at least some embodiments of the present disclosure provide additionalfunctionality in an electronic gaming machine by employing a displaythat provides a visual transformation of game characteristics. In suchembodiments, a plurality of symbols are randomly selected for animateddisplay at a plurality of symbol positions. When the plurality ofsymbols selected include a first trigger symbol, the gaming machinerandomly transforms the first trigger symbol into a prize componentsymbol. The gaming machine animates a filling of one of a plurality ofprize components of a prize. When the plurality of prize components ofthe prize is complete, the gaming machine presents the prize.

Embodiments of the present disclosure represent another technicalimprovement in the art of electronic gaming machines, systems, andoperating for such electronic gaming machines or systems. For example,at least some embodiments of the present disclosure provide additionalfunctionality in an electronic gaming machine by employing a displaythat provides a visual transformation of game characteristics. In suchembodiments, a plurality of symbols are randomly selected for animateddisplay at a plurality of symbol positions. When the plurality ofsymbols selected include a first trigger symbol but not a second triggersymbol, the gaming machine randomly determines whether to conduct afirst feature game based on one or more of a plurality of randomnumbers. When the plurality of symbols selected include the firsttrigger symbol and a second trigger symbol, the gaming machine randomlydetermines whether to conduct a third feature game selected among thefirst feature game, a second feature game, and a composite gameincorporating at least one characteristic of each of the first featuregame and the second feature game.

Further, the visual modification of game characteristics also providesan improved game machine display such that the player may only need tofocus on symbols being displayed, visually collected, and visually movedto one or more prizes, without being overly burdened by complicatedcalculations. Further, embodiments of the present disclosure alsoprovide multiple visual symbol collections to illustrate certain gamecharacteristic combinations that are not conventional, as those thatutilize memory to store symbol data for multiple symbol sets, such thatone or more of these multiple sets are used to configure composite gamecharacteristics to be selected. Thus, embodiments of the presentdisclosure are not merely new game rules or simply new display patterns,but provide technologic improvements to game display in the art ofelectronic gaming machines and software for such electronic gamingmachines. Moreover, the above example is not intended to be limiting,but merely exemplary of technologic improvements provided by someembodiments of the present disclosure. Technological improvements ofother embodiments are readily apparent to those of ordinary skill in theart in light of the present disclosure.

FIG. 1 illustrates several different models of EGMs which may benetworked to various gaming related servers. The present disclosure canbe configured to work as a system 100 in a gaming environment includingone or more server computers 102 (e.g., slot servers of a casino) thatare in communication, via a communications network, with one or moregaming devices 104A-104X (EGMs, slots, video poker, bingo machines,etc.). The gaming devices 104A-104X may alternatively be portable and/orremote gaming devices such as, but not limited to, a smart phone, atablet, a laptop, or a game console.

Communication between the gaming devices 104A-104X and the servercomputers 102, and among the gaming devices 104A-104X, may be direct orindirect, such as over the Internet through a website maintained by acomputer on a remote server or over an online data network includingcommercial online service providers, Internet service providers, privatenetworks, and the like. In other embodiments, the gaming devices104A-104X may communicate with one another and/or the server computers102 over RF, cable TV, satellite links and the like.

In some embodiments, server computers 102 may not be necessary and/orpreferred. For example, the present disclosure may, in one or moreembodiments, be practiced on a standalone gaming device such as gamingdevice 104A, gaming device 104B or any of the other gaming devices104C-104X. However, it is typical to find multiple EGMs connected tonetworks implemented with one or more of the different server computers102 described herein.

The server computers 102 may include a central determination gamingsystem server 106, a ticket-in-ticket-out (TITO) system server 108, aplayer tracking system server 110, a progressive system server 112,and/or a casino management system server 114. Gaming devices 104A-104Xmay include features to enable operation of any or all servers for useby the player and/or operator (e.g., the casino, resort, gamingestablishment, tavern, pub, etc.). For example, game outcomes may begenerated on a central determination gaming system server 106 and thentransmitted over the network to any of a group of remote terminals orremote gaming devices 104A-104X that utilize the game outcomes anddisplay the results to the players.

Gaming device 104A is often of a cabinet construction which may bealigned in rows or banks of similar devices for placement and operationon a casino floor. The gaming device 104A often includes a main cabinet116 which provides access to the interior of the cabinet. Gaming device104A typically includes a button area or button deck 120 accessible by aplayer that is configured with input switches or buttons 122, an accesschannel for a bill validator 124, and/or an access channel for aticket-out printer 126.

In FIG. 1 , gaming device 104A is shown as a Relm XL™ model gamingdevice manufactured by Aristocrat® Technologies, Inc. As shown, gamingdevice 104A is a reel machine having a gaming display area 118comprising a number (typically 3 or 5) of mechanical reels 130 withvarious symbols displayed on them. The reels 130 are independently spunand stopped to show a set of symbols within the gaming display area 118which may be used to determine an outcome to the game. In embodimentswhere the reels are mechanical, mechanisms can be employed to implementgreater functionality. For example, the boundaries of the gaming displayarea boundaries of the gaming display area 118 may be defined by one ormore mechanical shutters controllable by a processor. The mechanicalshutters may be controlled to open and close, to correspondingly revealand conceal more or fewer symbol positions from the mechanical reels130. For example, a top boundary of the gaming display area 118 may beraised by moving a corresponding mechanical shutter upwards to reveal anadditional row of symbol positions on stopped mechanical reels. Further,a transparent or translucent display panel may be overlaid on the gamingdisplay area 118 and controlled to override or supplement what isdisplayed on one or more of the mechanical reel(s).

In many configurations, the gaming machine 104A may have a main display128 (e.g., video display monitor) mounted to, or above, the gamingdisplay area 118. The main display 128 can be a high-resolution LCD,plasma, LED, or OLED panel which may be flat or curved as shown, acathode ray tube, or other conventional electronically controlled videomonitor.

In some embodiments, the bill validator 124 may also function as a“ticket-in” reader that allows the player to use a casino issued creditticket to load credits onto the gaming device 104A (e.g., in a cashlessticket (“TITO”) system). In such cashless embodiments, the gaming device104A may also include a “ticket-out” printer 126 for outputting a creditticket when a “cash out” button is pressed. Cashless TITO systems arewell known in the art and are used to generate and track uniquebar-codes or other indicators printed on tickets to allow players toavoid the use of bills and coins by loading credits using a ticketreader and cashing out credits using a ticket-out printer 126 on thegaming device 104A. In some embodiments a ticket reader can be usedwhich is only capable of reading tickets. In some embodiments, adifferent form of token can be used to store a cash value, such as amagnetic stripe card.

In some embodiments, a player tracking card reader 144, a transceiverfor wireless communication with a player's smartphone, a keypad 146,and/or an illuminated display 148 for reading, receiving, entering,and/or displaying player tracking information is provided in gamingdevice 104A (e.g., an EGM). In such embodiments, a game controllerwithin the gaming device 104A can communicate with the player trackingsystem server 110 to send and receive player tracking information.

Gaming device 104A may also include a bonus topper wheel 134. When bonusplay is triggered (e.g., by a player achieving a particular outcome orset of outcomes in the primary game), bonus topper wheel 134 isoperative to spin and stop with indicator arrow 136 indicating theoutcome of the bonus game. Bonus topper wheel 134 is typically used toplay a bonus game, but it could also be incorporated into play of thebase or primary game.

A candle 138 may be mounted on the top of gaming device 104A and may beactivated by a player (e.g., using a switch or one of buttons 122) toindicate to operations staff that gaming device 104A has experienced amalfunction or the player requires service. The candle 138 is also oftenused to indicate a jackpot has been won and to alert staff that a handpayout of an award may be needed.

There may also be one or more information panels 152 which may be abacklit, silkscreened glass panel with lettering to indicate generalgame information including, for example, a game denomination (e.g.,$0.25 or $1), pay lines, pay tables, and/or various game relatedgraphics. In some embodiments, the information panel(s) 152 may beimplemented as an additional video display.

Gaming devices 104A have traditionally also included a handle 132typically mounted to the side of main cabinet 116 which may be used toinitiate game play.

Many or all the above described components can be controlled bycircuitry (e.g., a gaming controller) housed inside the main cabinet 116of the gaming device 104A, the details of which are shown in FIG. 2 .

Note that not all gaming devices suitable for implementing embodimentsof the present disclosure necessarily include top wheels, top boxes,information panels, cashless ticket systems, and/or player trackingsystems. Further, some suitable gaming devices have only a single gamedisplay that includes only a mechanical set of reels and/or a videodisplay, while others are designed for bar counters or table tops andhave displays that face upwards.

An alternative example gaming device 104B illustrated in FIG. 1 is theArc™ model gaming device manufactured by Aristocrat® Technologies, Inc.Note that where possible, reference numerals identifying similarfeatures of the gaming device 104A embodiment are also identified in thegaming device 104B embodiment using the same reference numbers. Gamingdevice 104B does not include physical reels and instead shows game playfunctions on main display 128. An optional topper screen 140 may be usedas a secondary game display for bonus play, to show game features orattraction activities while a game is not in play, or any otherinformation or media desired by the game designer or operator. In someembodiments, topper screen 140 may also or alternatively be used todisplay progressive jackpot prizes available to a player during play ofgaming device 104B.

Example gaming device 104B includes a main cabinet 116 including a maindoor which opens to provide access to the interior of the gaming device104B. The main or service door is typically used by service personnel torefill the ticket-out printer 126 and collect bills and tickets insertedinto the bill validator 124. The door may also be accessed to reset themachine, verify and/or upgrade the software, and for general maintenanceoperations.

Another example gaming device 104C shown is the Helix™ model gamingdevice manufactured by Aristocrat® Technologies, Inc. Gaming device 104Cincludes a main display 128A that is in a landscape orientation.Although not illustrated by the front view provided, the landscapedisplay 128A may have a curvature radius from top to bottom, oralternatively from side to side. In some embodiments, display 128A is aflat panel display. Main display 128A is typically used for primary gameplay while secondary display 128B is typically used for bonus game play,to show game features or attraction activities while the game is not inplay or any other information or media desired by the game designer oroperator.

Many different types of games, including mechanical slot games, videoslot games, video poker, video black jack, video pachinko, keno, bingo,and lottery, may be provided with or implemented within the depictedgaming devices 104A-104C and other similar gaming devices. Each gamingdevice may also be operable to provide many different games. Games maybe differentiated according to themes, sounds, graphics, type of game(e.g., slot game vs. card game vs. game with aspects of skill),denomination, number of paylines, maximum jackpot, progressive ornon-progressive, bonus games, and may be deployed for operation in Class2 or Class 3, etc.

FIG. 2 is a block diagram depicting exemplary internal electroniccomponents of a gaming device 200 connected to various external systems.All or parts of the example gaming device 200 shown could be used toimplement any one of the example gaming devices 104A-X depicted in FIG.1 . The games available for play on the gaming device 200 are controlledby a game controller 202 that includes one or more processors 204 and agame that may be stored as game software or a program 206 in a memory208 coupled to the processor 204. The memory 208 may include one or moremass storage devices or media that are housed within gaming device 200.Within the mass storage devices and/or memory 208, one or more databases210 may be provided for use by the program 206. A random numbergenerator (RNG) 212 that can be implemented in hardware and/or softwareis typically used to generate random numbers that are used in theoperation of game play to ensure that game play outcomes are random andmeet regulations for a game of chance. In some embodiments, the RNG 212is a pseudo-random number generator.

Alternatively, a game instance (i.e. a play or round of the game) may begenerated on a remote gaming device such as a central determinationgaming system server 106 (not shown in FIG. 2 but see FIG. 1 ). The gameinstance is communicated to gaming device 200 via the network 214 andthen displayed on gaming device 200. Gaming device 200 may execute gamesoftware, such as but not limited to video streaming software thatallows the game to be displayed on gaming device 200. When a game isstored on gaming device 200, it may be loaded from a memory 208 (e.g.,from a read only memory (ROM)) or from the central determination gamingsystem server 106 to memory 208. The memory 208 may include RAM, ROM oranother form of storage media that stores instructions for execution bythe processor 204.

The gaming device 200 may include a topper display 216 or another formof a top box (e.g., a topper wheel, a topper screen, etc.) which sitsabove main cabinet 218. The gaming cabinet 218 or topper display 216 mayalso house a number of other components which may be used to addfeatures to a game being played on gaming device 200, including speakers220, a ticket printer 222 which prints barcoded tickets or other mediaor mechanisms for storing or indicating a player's credit value, aticket reader 224 which reads bar-coded tickets or other media ormechanisms for storing or indicating a player's credit value, and aplayer tracking interface 232. The player tracking interface 232 mayinclude a keypad 226 for entering information, a player tracking display228 for displaying information (e.g., an illuminated or video display),a card reader 230 for receiving data and/or communicating information toand from media or a device such as a smart phone enabling playertracking. Ticket printer 222 may be used to print tickets for a TITOsystem server 108. The gaming device 200 may further include a billvalidator 234, buttons 236 for player input, cabinet security sensors238 to detect unauthorized opening of the cabinet 218, a primary gamedisplay 240, and a secondary game display 242, each coupled to andoperable under the control of game controller 202.

Gaming device 200 may be connected over network 214 to player trackingsystem server 110. Player tracking system server 110 may be, forexample, an OASIS® system manufactured by Aristocrat® Technologies, Inc.Player tracking system server 110 is used to track play (e.g. amountwagered, games played, time of play and/or other quantitative orqualitative measures) for individual players so that an operator mayreward players in a loyalty program. The player may use the playertracking interface 232 to access his/her account information, activatefree play, and/or request various information. Player tracking orloyalty programs seek to reward players for their play and help buildbrand loyalty to the gaming establishment. The rewards typicallycorrespond to the player's level of patronage (e.g., to the player'splaying frequency and/or total amount of game plays at a given casino).Player tracking rewards may be complimentary and/or discounted meals,lodging, entertainment and/or additional play. Player trackinginformation may be combined with other information that is now readilyobtainable by a casino management system.

Gaming devices, such as gaming devices 104A-104X, 200, are highlyregulated to ensure fairness and, in many cases, gaming devices104A-104X, 200 are operable to award monetary awards (e.g., typicallydispensed in the form of a redeemable voucher). Therefore, to satisfysecurity and regulatory requirements in a gaming environment, hardwareand software architectures are implemented in gaming devices 104A-104X,200 that differ significantly from those of general-purpose computers.Adapting general purpose computers to function as gaming devices 200 isnot simple or straightforward because of: 1) the regulatory requirementsfor gaming devices 200, 2) the harsh environment in which gaming devices200 operate, 3) security requirements, 4) fault tolerance requirements,and 5) the requirement for additional special purpose componentryenabling functionality of an EGM. These differences require substantialengineering effort with respect to game design implementation, hardwarecomponents and software.

One regulatory requirement for games running on gaming device 200generally involves complying with a certain level of randomness (e.g.,that outcomes will be statistically independent, uniformly distributedover their range, unpredictable and pass statistical tests such aschi-square test, equi-distribution test, gap test, runs test, serialcorrelation test, etc.). Typically, gaming jurisdictions mandate thatgaming devices 200 satisfy a minimum level of randomness withoutspecifying how a gaming device 200 should achieve this level ofrandomness. To comply, FIG. 2 illustrates that gaming device 200includes an RNG 212 that utilizes hardware and/or software to generateRNG outcomes that lack any pattern. The RNG 212 can be integrated intothe game controller 202 or processor 204. The RNG operations are oftenspecialized and non-generic in order to comply with regulatory andgaming requirements. For example, in a reel game, program 206 caninitiate multiple RNG calls to RNG 212 to generate RNG outcomes, whereeach RNG call and RNG outcome corresponds to an outcome for a reel.(Gaming regulations may require that each reel outcome be independent ofeach other reel outcome, such that no reel outcome depends on any otherreel outcome.) In another example, gaming device 200 can be a Class IIgaming device where RNG 212 generates RNG outcomes for creating Bingocards. In one or more embodiments, RNG 212 could be one of a set of RNGsoperating on gaming device 200. More generally, an output of the RNG 212can be the basis on which game outcomes are determined by the gamecontroller 202. Game developers could vary the degree of true randomnessfor each RNG (e.g., pseudorandom) and utilize specific RNGs depending ongame requirements. The output of the RNG 212 can include a random numberor pseudorandom number (either is generally referred to as a “randomnumber”).

Another regulatory requirement for running games on gaming device 200includes ensuring a certain level of RTP. Similar to the randomnessrequirement discussed above, numerous gaming jurisdictions also mandatethat gaming device 200 provides a minimum level of RTP (e.g., RTP of atleast 75%).

A game can use one or more weighted tables as part of a technicalsolution that satisfies regulatory requirements for randomness and RTP.In particular, a weighted table can integrate game features (e.g.,trigger events for special modes or bonus games; newly introduced gameelements such as extra reels, new symbols, or new cards; stop positionsfor dynamic game elements such as spinning reels, spinning wheels, orshifting reels; or card selections from a deck) with random numbersgenerated by one or more RNGs, so as to achieve a given level ofvolatility for a target level of RTP. (In general, volatility refers tothe frequency or probability of an event such as a special mode, payout,etc. For example, for a target level of RTP, a higher-volatility gamemay have a lower payout most of the time with an occasional bonus havinga very high payout, while a lower-volatility game has a steadier payoutwith more frequent bonuses of smaller amounts.) Configuring a weightedtable can involve engineering decisions with respect to how RNG outcomesare mapped to game outcomes for a given game feature, while stillsatisfying regulatory requirements for RTP. Configuring a weighted tablecan also involve engineering decisions about whether different gamefeatures are combined in a given entry of the weighted table or splitbetween different entries (for the respective game features), whilestill satisfying regulatory requirements for RTP and allowing forvarying levels of game volatility.

To meet a designated RTP, a game developer can utilize one or moreweighted tables (e.g., weighted tables) to translate the RNG outcome toa symbol element, stop position on a reel strip layout, and/or randomlychosen aspect of a game feature. As an example, the weighted tables canregulate a prize payout amount for each RNG outcome and how often thegaming device 200 pays out the prize payout amounts. The gaming device200 could utilize one weighted table to map the RNG outcome to a gameoutcome displayed to a player and a second weighted table as a pay tablefor determining the prize payout amount for each game outcome. Themapping between the RNG outcome to the game outcome controls thefrequency in hitting certain prize payout amounts.

When a player wishes to play the gaming device 200, he/she can insertcash or a ticket voucher through a coin acceptor (not shown) or billvalidator 234 to establish a credit balance on the gamine machine. Thecredit balance is used by the player to place wagers on instances of thegame and to receive credit awards based on the outcome of winninginstances. The credit balance is decreased by the amount of each wagerand increased upon a win. The player can add additional credits to thebalance at any time. The player may also optionally insert a loyaltyclub card into the card reader 230. During the game, the player viewsthe game outcome on the game displays 240, 242. Other game and prizeinformation may also be displayed.

For each game instance, a player may make selections, which may affectplay of the game. For example, the player may vary the total amountwagered by selecting the amount bet per line and the number of linesplayed. In many games, the player is asked to initiate or select optionsduring course of game play (such as spinning a wheel to begin a bonusround or select various items during a feature game). The player maymake these selections using the player-input buttons 236, the primarygame display 240 which may be a touch screen, or using some other inputdevice which enables a player to input information into the gamingdevice 200. In some embodiments, a player's selection may apply across aplurality of game instances. For example, if the player is awardedadditional game instances in the form of free games, the player's priorselection of the amount bet per line and the number of lines played mayapply to the free games. The selections available to a player will varydepending on the embodiment. For example, in some embodiments a numberof pay lines may be fixed. In other embodiments, the availableselections may include different numbers of ways to win instead ofdifferent numbers of pay lines.

During certain game events, the gaming device 200 may display visual andauditory effects that can be perceived by the player. These effects addto the excitement of a game, which makes a player more likely to enjoythe playing experience. Auditory effects include various sounds that areprojected by the speakers 220. Visual effects include flashing lights,strobing lights or other patterns displayed from lights on the gamingdevice 200 or from lights behind the information panel 152 (FIG. 1 ).

When the player is done, he/she cashes out the credit balance (typicallyby pressing a cash out button to receive a ticket from the ticketprinter 222). The ticket may be “cashed-in” for money or inserted intoanother machine to establish a credit balance for play.

FIG. 3 illustrates an example of a set 300 of five reel strips 321, 322,323, 324, 325. In the example, each reel strip has fifteen reel strippositions 301-315. Each reel strip position of each reel has a symbol.For example, a “WILD” symbol 331 occupies the sixth reel strip position306 of the fourth reel 324. The reel strips 321-325 are configured sothat more than one trigger symbol can be selected at once. In thisexample, the reel strips include three different trigger symbols (“SCAT1”, “SCAT 2”, and “SCAT 3”). The trigger symbols are located across thereel strips such that they can be selected concurrently, in particularby being selected from different reels. One possible selectablecombination of all three trigger symbols is the selection of SCAT 3symbol 343 from first reel 321, SCAT 1 symbol 344 from third reel 323,and SCAT 2 symbol from fifth reel 325. (“SCAT” is an abbreviation for“scatter” and is indicative of the fact that it doesn't matter at whichsymbol positions the “SCAT” symbols are selected.)

Other reels strips to those illustrated in FIG. 3 can be used, forexample, reel strips where two or more WILD symbols are placed atconsecutive reel strip positions of a reel strip. In other examples, thereel strips could have between 30 and 100 reel strip positions. Theactual length of the reel strips depends on factors such as the numberof WILD symbols (in general, the more WILDs there are, the longer thereel strip needs to be to maintain the target RTP), the number oftrigger symbols on each reel, and volatility (in general, the higher theprize value is, the longer the reel strip needs to be to lower the hitrate to maintain the target RTP).

FIG. 4 is a flow chart of a method 400 carried out by the processor 204to select symbols from reel strips. At step 410, the processor 204starts the process of selecting symbols with a counter (n) set at zeroas symbols have not yet been selected from any reel strips. At step 420,the processor 204 increments the counter. In the first iteration, thecounter is set to 1 to reflect that symbols are to be selected from afirst reel strip. At step 430 the processor obtains a randomly generatednumber from a true or pseudo random number generator, such as RNG 212.At step 440 the processor maps the generated number to one of the reelpositions of the n^(th) reel strip. In the first iteration, this is thefirst reel strip. To map the generated number to one of the reel strippositions, the possible values that can be returned from the RNG 212 aredivided into ranges and associated with specific ones of the reelpositions in memory 208. In one example, these ranges are stored as alook-up table. In one example, the ranges are each the same size so thateach of the reel strip positions has the same chance of been selected.In other examples, the ranges may be arranged to weight the relativechances of selecting specific reel strip positions. The reel strips maybe of different lengths.

At step 450, the processor 204 maps symbols of the nth reel strip to andnth column of symbol display positions based on the mapped reel stripposition and a reference position. In an example, the reference positionis the bottom position of the symbol positions of each column of symbolpositions. In this example, the selected reel position (and hence thesymbol at this position) is mapped to the bottom symbol position of thecolumn. In an example, there are two other symbol positions in thecolumn of symbol positions and hence symbols at two neighboring reelstrip positions are also mapped to the symbol positions of the column.That is, in effect, selecting one reel strip position selects a portionof the reel strip having three reel strip positions for display.Referring to the example reel strips of FIG. 3 , if the value returnedby the RNG 212 is mapped to reel position 313, then for the first reelstrip 321, “SCAT 3” symbol 343 is mapped to a bottom symbol position,“10” symbol 342 is mapped to a middle symbol position, and “J” symbol ismapped to a top symbol position. It will be appreciated that the sametechnique can be used to select a different number of symbols from eachreel strip by using a different number of neighboring reel strippositions.

At step 460, the processor 204 determines whether symbols have beenselected for all of the reel strips, and if not the processor reverts tostep 420 and iterates through steps 430, 440 and 450 until it isdetermined at step 460 that symbols have been selected from all n reelstrips and mapped to all n columns of symbol positions after which thesymbol selection process ends 470. Different numbers of symbols may bemapped to different numbers of symbol positions.

After the symbols of all reel strips have been mapped to symbolposition, at step 525, the processor 204 controls display 240 to displaythe selected symbols at the symbol positions.

FIG. 5 is a flow chart of a method 500 of operating a gaming device 200of an embodiment. At step 510, the gaming device 200 receives theplayer's wager which is input as described above. In this example, thenumber of pay lines are fixed and the only option available to a playeris to select a different bet amount (in effect a bet multiplier). Atstep 520, the processor 204 selects symbols for display on display 240from reel strips stored in the memory 208.

At step 530, the processor 204 evaluates the selected symbols forwinning combinations based on a pay table stored in memory 208. In anexample, the processor 204 checks each pay line activated by theplayer's wager to determine whether it has a winning combination ofsymbols (e.g. three, four or five of a symbol included in the paytable). In an example, the processor 204 evaluates each pay line fromleft to right—i.e. the winning combination must start in the left mostcolumn. WILD symbols substitute for all other symbols in thisevaluation. The processor 204 makes an award for each winningcombination based on any selected bet multiplier by adding an award to awin meter stored in memory 208. In an example, there are 50 pay linesand each wager involves activating all pay lines—i.e. the number of paylines are fixed.

As described above, the reel strips comprise three trigger symbols (SCAT1, SCAT 2 and SCAT 3). In an embodiment, the selection of a respectivesymbol results in a chance of triggering an associated free-game featuregame (Ft 1, Ft 2, Ft 3). Where more than one trigger symbol is selected,in addition to there being a chance of triggering the respective featuregame, there is a chance of triggering features that combine game playcharacteristics of the individual feature games which are combined toform composite features (Ft 1+2, Ft 1+3, Ft 2+3, Ft 1+2+3). Whether asingle feature or composite feature is triggered depends on a weighttable. An example of a weight table is set out in Table 1 below:

TABLE 1 Ft Ft Ft Ft (1 + (1 + (2 + (1 + Ft1 Ft2 Ft3 2) 3) 3) 2 + 3) None(sum) Scat 1 0.5 0 0 0 0 0 0 0.5 1 Scat 2 0 0.5 0 0 0 0 0 0.5 1 Scat 3 00 0.5 0 0 0 0 0.5 1 Scat 1&2 0.2 0.2 0 0.1 0 0 0 0.5 1 Scat 1&3 0.2 00.2 0 0.1 0 0 0.5 1 Scat 2&3 0 0.2 0.2 0 0 0.1 0 0.5 1 Scat 1to3 0.1 0.10.1 0.08 0.04 0.04 0.04 0.5 1

In order to implement this functionality, at step 540, the processor 204determines whether the selected symbols include one or more triggersymbols. In this respect, it will be appreciated step 540 can beinitiated before or after the symbols are displayed. The processor 204also determines the identity of each trigger symbol and uses theidentity of the trigger symbol(s) to select a set of one or more triggerprobabilities from the table at step 550. In this respect, referring toTable 1, in an example, where only a SCAT 1 is selected, processor 204determines that a trigger probability of 0.5 applies to triggering thefirst feature game (Ft1), and hence there is a probability of 0.5 thatno feature will trigger. In another example, where SCAT 1, SCAT 2, andSCAT 3 are selected, a trigger probability of 0.1 applies to triggeringa first feature game, a trigger probability of 0.1 applies to triggeringa second feature game, a trigger probability of 0.1 applies totriggering a third feature game, a trigger probability of 0.08 appliesto a first composite feature game having characteristics of the firstand second feature games, a trigger probability of 0.04 applies to asecond composite feature game having characteristics of the first andthird feature games, a trigger probability of 0.04 applies to a thirdcomposite feature game having characteristics of the second and thirdfeature games, and a trigger probability of 0.04 applies to a fourthcomposite feature game having characteristics of the first, second andthird feature games.

Based on the assigned trigger probability or probabilities, theprocessor 204 assigns ranges of values returnable by RNG 212 to therespective feature games. The processor 204, then at step 560,determines a trigger outcome based on the trigger probability orprobabilities by obtaining a value from RNG 212 and comparing thereturned value to the assigned ranges. If the returned value correspondsto one of the assigned ranges, the trigger outcome is that the processor204 awards the relevant feature game at step 570, and after controllingthe display 240 to indicate that feature game is awarded conducts 580the relevant feature game as will be described in further detail below.In the example, of Table 1, a possible trigger outcome for allcombinations of trigger symbols is that no feature game is triggered.

It will be appreciated that in another example, the weight table mayassociate ranges of values returnable from the RNG 212 with specificoutcomes rather than specifying probabilities.

Table 1 is only one example where N=3 is the number of trigger symbolsand there are up to 2{circumflex over ( )}N−1=7 triggerable featuresplus a probability of triggering no feature. In an alternative example,a feature game may trigger each time a trigger symbol lands, such thatthe processor 204, effectively only determines a trigger outcome thatdefines which of the 2{circumflex over ( )}N−1=7 triggerable featureswill trigger, not whether a feature will trigger.

In another example, where N=2 there may only be two trigger symbols andup to 2{circumflex over ( )}N−1=3 triggerable features, with or withouta probability of triggering no feature. In another example, r there maybe more than three trigger symbols. In an example, not all possiblecombinations of trigger symbols are mapped to a feature game. Forexample, where N=4, in one example, there are feature games associatedwith each individual trigger symbol and each combination of two triggersymbols but not with combinations of three or more trigger symbols.

An example set of feature games and how their characteristics arecombined to form composite features is set out below.

Feature 1 (Reel Growth and Nudge WILDs—the “Prosperity Feature”)

In this example, Feature 1 is triggerable based on an assigned triggerprobability when SCAT 1 is a selected trigger symbol. When Feature 1 istriggered, 5 free games are awarded. During Feature 1 the array ofsymbol positions “grows” so that there are 6 symbol positions in eachcolumn. In each of the free games, 100 pay lines are played—i.e. will beevaluated by processor 204. As described below, at least during the freegames, the reel strips that are employed include stacks of at least 6WILD symbols. If a WILD appears in any position on reels 2, 3, 4, and/or5 (that is in the relevant column of symbol position), the relevantreel(s) is nudged (moved to a new position) so that all symbols on thatreel become WILD symbols. A nudge animation is played. The symbols areevaluated by the processor 204 after the reels have been nudged. Asexplained further below, a further feature game may be triggered duringFeature 1.

Feature 2 (Additional Games and Multipliers—the “Longevity Feature”)

Feature 2 is triggerable based on an assigned trigger probability whenSCAT 2 is a selected trigger symbol. When Feature 2 is triggered, 5 freegames are awarded. During Feature 2, every SCAT 2 symbol that isselected awards 1 free game, 2 free games, or a bonus credit prize.These selections are made by the processor 204 from a weight table inmemory 208 without replacement such that, for example, once all possibleinstances of awarding 2 free games have occurred (assuming this happensfirst), any future occurrences of a SCAT 2 symbol, will either result inthe award of 1 free game or a bonus credit prize. A multiplier isapplied to all line wins during Feature 2. In an example, the value ofthe multiplier is 3. This multiplier is displayed in the top rightcorner of the main screen. As explained further below, a further featuregame may be triggered during Feature 2.

Feature 3 (the “Jackpot Feature”)

Feature 3 is triggerable based on an assigned trigger probability whenSCAT 3 is a selected trigger symbol. When Feature 3 is triggered, 10free games are awarded. SCAT 1, SCAT 2, and SCAT 3 symbols are replacedon the reel strips by “GOLD SCAT” symbols in this feature. A “GOLD SCAT”symbol is a “configurable symbol” that is determined dynamically byselecting from a number of possible “configuring symbols”—i.e. a set ofsymbols that can take the place of a “GOLD SCAT” symbol or be displayedat the reel strip position on the reel strip where the GOLD SCAT symbolis placed.

Each GOLD SCAT appearing when configured with a configuring symbolreveals either a credit prize or a letter which is a component of atleast one prize. In an example, the letters “M”, “I”, “N”, “A”, “J”,“O”, “R”, “G”, “N”, and “D” correspond to components of the “GRAND”,“MAJOR”, “MINOR”, and “MINI” prizes. In one example, shown in some ofthe figures described below, there are separate symbols for each of theprizes. In the illustrated example, different colors are used for eachprize—e.g. there are three different colored “M” configuring symbols. Asdescribed further below, the configuring symbols are selected by atwo-stage process of first selecting a weight table, and secondselecting a configuring symbol in accordance with the selected weighttable.

Any credit prize appearing during the free games is instantly awarded.

Progress toward the award of each awardable prize (such as progressivejackpots, bonus prizes or a mixture of progressive prizes and bonusprizes) is indicated by displaying the names: “GRAND”, “MAJOR”, “MINOR”,and “MINI” with letters yet to have been selected greyed-out and lettersthat have been selected in color.

If a letter is selected from the reel strips, it is counted towardsspelling one of the progressive names. When the name of the progressiveis completely collected, the respective progressive is awarded.

In an example, there are tables for each of the “GRAND”, “MAJOR”,“MINOR”, and “MINI” prizes. As described in further detail below, thetables are used “without replacement” and contain a set of undetermined,reference letters as well as credit prizes.

For example, the “GRAND” table contains reference letters “GRAND_1”,“GRAND_2”, “GRAND_3”, “GRAND_4”, and “GRAND_5”, each with a uniqueweight. At the start of Feature 3, these reference letters are randomly(even chance) assigned a letter corresponding to the progressive levelby processor 204. For example, “GRAND_1”, “GRAND_2”, “GRAND_3”,“GRAND_4”, and “GRAND_5” will be randomly assigned one of “G”, “R”, “A”,“N”, or “D” letters for the remainder of Feature 3.

After any prize is awarded the progress indicated by the prize name isreset by the processor (here by greying all the letters out) and theprize can potentially be won again during the remainder of the feature.Weight tables are reset if all configurable symbols within the weighttable have been used.

A further feature cannot be triggered during this feature.

Composite (or “Super”) Feature 1 Derived from Feature 1+Feature 2

A number of game play characteristics of Feature 1 are incorporated intoSuper Feature 1, including that 5 free games are awarded, the number ofsymbols selected for each column of symbol positions grows to 6 symbolpositions high and 100 lines are played. Further, if a WILD symbolappears in any position on reels 2, 3, 4, and/or 5, the reels are nudgedso that all symbols on that reel become WILD symbols. A number ofcharacteristics from Feature 2 are incorporated too. Specifically, everySCAT 2 that appears during the feature awards 1 free game, 2 free games,or a bonus credit prize as described above. Further, a multiplier isapplied to all line wins during the feature. The value of the multiplieris 3. An additional feature game may be triggered from Super Feature 1.

Composite (or “Super”) Feature 2 Derived from Feature 1+Feature 3

When Super Feature 2 is awarded, 10 free games are awarded (from Feature3). SCAT 1, SCAT 2, and SCAT 3 are replaced by GOLD SCAT during thisfeature (from Feature 3) and each column grows 6 symbol positions highand 100 lines are played (from Feature 1).

As in Feature 1, if WILD appears in any position on reels 2, 3, 4 and/or5, the reels are nudged so that all symbols on that reel become WILD.Further, line wins are multiplied by 3.

As in Feature 3, each GOLD SCAT appearing has a configuring symbol whichis either a credit prize or a letter “M”, “I”, “N”, “A”, “J”, “O”, “R”,“G”, “N”, and “D”, which is a component of a prize that can be awardedif all letters are collected in the manner described above.

Composite (or “Super”) Feature 3 Derived from Feature 2+Feature 3

In Super Feature 3 10 free games are awarded. As described in relationto Feature 3, SCAT 1, SCAT 2, and SCAT 3 are replaced by theconfigurable symbol GOLD SCAT and each GOLD SCAT appearing is configuredby a configuring symbol which is either a credit prize or a letter M”,“I”, “N”, “A”, “J”, “O”, “R”, “G”, “N”, and “D”, that is a component ofa prize that can be collected.

As with Feature 2, line wins are multiplied by 3. A further featurecannot be triggered during this feature.

Composite (or “Mega”) Feature 4 Derived from Feature 1, Feature 2 andFeature 3

Ten (10) free games are awarded. The game play characteristics fromFeature 1 are that each column grows 6 symbol positions high and 100lines are played.

The configurable GOLD SCAT symbol and prize component collectioncharacteristics from Feature 3 are incorporated too. As in Feature 1, ifWILD appears in any position on reels 2, 3, 4, and/or 5, the reels arenudged so that all symbols on that reel become WILD. Further, line winsare multiplied by 3. A further feature game cannot be triggered duringthe Mega Feature.

FIGS. 6, 7, and 8 are example screen displays during a process of acomposite feature being triggered as a result of processor 204 carryingout steps 540 to 570 of FIG. 5 . In this example, Composite Feature 4,the “Mega” Feature game, is triggered.

FIG. 6 shows an example screen display of the base game. Symbols areselected for twenty symbol positions arranged in five columns 611-615and four rows 621-624. Screen display has an indicator 601 to indicatethat the player is playing 50 lines. In an upper part of the screendisplay, current values are displayed for a GRAND progressive jackpot631, a MAJOR progressive jackpot 632, a MINOR bonus prize 633 and a MINIbonus prize 634.

Bags 641, 642, 643 of coins correspond to a Prosperity Feature, JackpotFeature, and Longevity Feature, respectively. The size of the bag isindicative of how many trigger symbols have appeared since therespective feature was last triggered.

In one example, each of the bags 641, 642, 643 has five possible statesas set out in Table 2.

TABLE 2 State of bag BAG 641 BAG 642 BAG 643 1 0-4 0-4 0-4 2 5-9 5-9 5-93 10-14 10-14 10-14 4 15-24 15-24 15-24 5 25+ 25+ 25+

In the screen display of FIG. 6 , five trigger symbols 651, 652, 653,654, 655 have landed. In an example, the trigger symbols are color codedto enable them to have a common appearance yet be associated with therespective feature games. In one example, SCAT 1 symbols 652, 654associated with the Prosperity Feature are green in color and theProsperity Feature bag 641 is also green in color. SCAT 2 symbols 651,654 associated with the Longevity Feature are purple in color and theLongevity Feature bag 643 is also purple in color. SCAT 3 symbol 653associated with the Jackpot Feature is red in color and the JackpotFeature bag 642 is also red in color. As all three trigger symbols havelanded, the processor 204 uses the set of probabilities associated withthe occurrence of all three feature, and in this case evaluation of thetrigger probabilities results in the Mega Feature being triggered.

As each trigger symbol is displayed, an animation indicates to theplayer that they have a chance to trigger a feature game by showing therelevant trigger symbol as being added to the bag associated with thetrigger symbol. FIG. 7 illustrates an example, of a SCAT 1 symbol 752landing in the second column and a pair of images of the SCAT 1 symbol752A, 752B moving towards the Prosperity Feature bag 641.

In FIG. 8 , a message 810 is displayed with the text “MEGA FEATURE WON!10 FREE GAMES. Grow reels and nudge WILDs!<GOLD COIN>(the “GOLD SCAT”symbol) awards additional free games or credit prizes! Collect and winJackpots! PRESS START FEATURE.”

FIG. 9 shows an initial screen of the Mega Feature. As the reels have“grown” or expanded, there are now six symbol positions in each column611-615 of symbol positions arranged in 6 rows 921-926. In the upperpart of the display, a current status is displayed for each of the GRANDprize 931, MAJOR prize 932, MINOR prize 933, and MINI prize 934. In FIG.9 , each of the current statuses is an initial status where all of theletters of a respective prize status are greyed out to indicate to theplayer that none of the component symbols of the respective prize (herethe letters of the name of the prize) has been collected. Background 704has been changed from a base game background to a gold background toindicate that the player is playing the Mega Feature. A first indicator701 indicates to the player that 100 pay lines are now active. A secondindicator 702, indicates that a “×3” multiplier is active, and a thirdindicator 703 indicates that the Mega Feature is active. In otherexamples, the component symbols could be representative of a non-cashprize, for example, four parts of a car that if collected award a car asa prize.

Ten configurable symbols 961-970 are shown in an unconfigured state toindicate to the player that configurable symbols will be part of play ofthe Mega Feature.

While in the above examples each Super or Mega Feature incorporates gameplay characteristics of other feature(s), it should be appreciated thata Super or Mega feature need not include game play characteristics ofother feature(s). A Super or Mega feature may be a completely differentfeature that includes no game play characteristics of other feature(s).

Referring to FIG. 10 , there is shown a method 1000 of conducting theMega Feature. At step 1002 the Mega Feature is triggered. This is as aresult of the processor 204 carrying out step 560. The gameplaycharacteristics of the Mega Feature are outlined above. It will beappreciated that an understanding of how the other features, orcomposite features, are conducted can, in part, be gained by referenceto FIG. 10 , in particular, by considering those parts of the flowchartof FIG. 10 which are relevant to the specific feature or compositefeature.

At step 1004, the processor 204 changes the display 240 to display theinitial screen for the Mega Feature (in an example, to the screendisplay shown in FIG. 9 ).

At step 1006, the processor 204 sets a counter in order to keeping trackof the free games to an initial value. In this example, the processor204, sets the counter to ten free games.

At step 1008, the processor begins conduct of the first free game bydecreasing the counter by one.

At step 1010, the processor selects symbols from the Mega Feature reelstrips. As described above, the Mega Feature symbol reel strips aremodified relative to the base game reel strips shown in FIG. 3 . In oneexample, in order to implement the modification, the processor retrievesa specific set of reel strips for the Mega Feature, which are storedseparately in memory 208 to the base game reel strips shown in FIG. 3 .In this respect, the reel strips for the “Mega Feature” can also haveadditional differences to the base reel strips.

A set of Mega Feature reel strips 1100 are shown in FIG. 11 to indicatean example of differences between the Mega Feature reel strips 1100 andthe base game reel strips. As with the reel strips shown in FIG. 3 , thelength of the reel strips and the symbols thereon are illustrative only.In particular, the reel strips for the Mega Feature can be of adifferent length to the base game reel strips. As illustrated in FIG. 11, there are five reel strips 1121-1125 and fifteen reel strip positions,1101-1115. Instead of the individual scatter symbols associated withparticular feature games, there are “GOLD SCAT” symbols on each of thereel strips. As will become apparent from the example screen displaysdescribed below, the GOLD SCAT symbols initially bear no indicia andhence can be thought as configurable symbols. These configurable symbolsare initially displayed in unconfigured state when selected and thenconfigured by selecting a configuring symbol (in some examples, theprocessor 204 may begin selecting the configuring symbols once theprocessor 204 has selected the configurable GOLD SCAT symbols and beforethey have been displayed. The reel strips also include stacks of WILDsymbols as exemplified by stack 1155 of six WILD symbols. In an example,the reel strips are longer than the fifteen reel strip positions shownand there is at least one stack of WILD symbols on each of reels1122-1125.

The process of selecting symbols from the reel strips of FIG. 11conducted at step 1010 is the same as that outlined in relation to FIG.4 above, except that six contiguous symbols will be selected from eachreel strip for display in the six symbol positions of each column asoutlined in FIG. 9 . The processor 204 then controls display 240 todisplay the selected symbols at the display positions.

At step 1020, the processor determines whether any of the selectedsymbols are configurable symbols. Examples of the configurable symbolsshown in an unconfigured state are shown in FIG. 12 where symbols 1201,1202, 1203 and 1204 are unconfigured configurable symbols. In thisexample, the configurable symbols are referred to as GOLD SCAT symbolsbecause they are originally displayed as gold coins and they areevaluated irrespective of whether they are on a pay line.

As shown in FIG. 12 , the player can win one or more of four prizes.Indeed, as explained in further detail below, the player can also win aparticular prize more than once. Current statuses are shown for eachprize. In FIG. 12 , as with FIG. 9 , these are shown in an initial statewhere no progress has been made towards winning the jackpot prize. Whenthere are one or more configurable symbols, the processor 204 selects aweighted table from memory 208 to apply to this instance of configuringa configurable symbol. In this example, there are four weighted tablescorresponding to each of the prizes. Each of the weighted tables haseach of the letter of the respective prize (e.g. the letters “G”, “R”,“A”, “N”, and “D” for the GRAND prize) and other symbols that relate tothe award of further free games or credit prize awards. The selection ofa weighted table is weighted by the processor 204 using a furtherweighted table at step 1022 to determine which weighted table isselected in order to control the relative probability of one of theparticular prize tables being used. In an example, the weighted tablefor selecting the prize letter weighted table, is such that selection ofthe lower prize letter tables is more likely than the higher prizeletter tables. In order to select a prize letter weighted table, theprocessor obtains a number from RNG 212 and compares it to a range ofvalues corresponding to the relative probabilities of selecting theparticular weighted tables. The generated random number is matched bythe processor 204 to a range and from this the table is selected. Theprocessor 204 then conducts, at step 1024, a similar process in order toselect a configuring symbol from a weighted table for that prize. Theprocess conducted by processor 204 at step 1024 similarly involvesassigning ranges of values to respective ones of the configuring symbolsby the letters of a prize, any credit prizes and any free game prizes,and obtaining a number from the RNG 212 to compare to these ranges inorder to select the configuring symbols. A distinction is that once asymbol has been selected, it is “removed” from the table by theprocessor so that it cannot be selected again, for example by setting aflag that the symbol has been selected. This ensures that, for example,in the case of MAJOR prize 932, that the letter “J” can only be selectedonce. As a result, each time a configurable symbol is configured with aletter, this will result in one of the prize statuses being updated.

At step 1026, the processor determines whether all configurable symbolsselected in this free game have been configured and if not, theprocessor 204 reverts to step 1032.

Upon it being determined by the processor 204 at step 1026 that all theconfigurable symbols have been configured, the processor 204 proceeds tostep 1028 and determines whether any of the symbols correspond to theaward of one or more extra free games. That is if a configurable symbolhas been configured with a free game symbol, the processor updates thecounter at step 1030 to reflect the additional free game(s).

At step 1032, the processor 204 determines whether the configurablesymbols have been configured with any credit prizes and, if there are,makes an award of the credit prizes by adding them to a win meter inmemory 208 at step 1034.

At step 1036, the processor 204 determines whether any of theconfigurable symbols includes prize component symbols (i.e. the lettersof a prize). If they do, at step 1038, the processor 204 updates thestatus of the relevant prize. In order to distinguish between theletters of the different prizes, each of the letters are in a differentcolor so that when a letter is shared by the prizes, such as is the casewith the letter M, the player can readily appreciate which prize will beupdated. In one example, the GRAND prize letters are red, the MAJORprize letters are green, the MINOR prize letters are blue and the MINIprize letters are yellow.

At step 1040, it is determined whether any prizes have been completed bythe processor 204 determining whether the defined set of prize componentsymbols (here, the letters of a particular prize) have been collected.If a prize has been completed, at step 1042, the processor 204 makes anaward by adding the award amount to the win meter and resets thecorresponding one of the statuses. At this stage, the processor 204 alsoresets the weighted table associated with the completed prize so thatall symbols can be selected from the weighted table. In this way, it ispossible for the player to collect the defined set of prize componentsymbols of a particular prize again, after it has been awarded, therebyproviding an additional chance of winning the prize. Further, differentones of the four prizes can be completed within the free game series, oreven during the same free game of the free game series.

FIGS. 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, and 22 illustrate theprocess of steps 1020-1042, in more detail by giving an example of thegraphical representations accompanying the process conducted byprocessor 204.

At step 1050, the processor 204 determines whether any WILD symbols havebeen selected for display. At step 1055, if one or more columns ofsymbols include a WILD symbol, the symbols are nudged so that an entirestack of six WILD symbols are displayed at the symbol positions. Anexample of this process is shown in FIGS. 23 and 24 where initiallythree WILD symbols 2301, 2302, 2303 are displayed in the fourth column614 of symbol positions. As shown in FIG. 24 , the position of thefourth reel strip has been adjusted by moving it so that there are nowsix WILD symbols 2301-2306 in the fourth column 614.

In one example, any stack of WILD symbols is sufficiently spaced from aconfigurable symbol so that they cannot appear at the same time in orderto avoid a configurable symbol being nudged off the reels. In analternative example, a configurable symbol may be nudged off a reel. Ina further alternative example, any configurable symbols that appear areconfigured with configuring symbols and the prize status is updated bythe processor 204 prior to conducting the process of nudging the symbol.

As indicated above, in the example shown in FIG. 12 there is a firstfree game in which configurable symbols 1201-1204 have been selected.Referring to FIG. 13 , a first of these configurable symbols has beenconfigured with the “R” prize component symbol to produce configuredsymbol 1201A. In this example, the configured “R” symbol belongs to theGRAND prize and is colored red.

In FIG. 14 , a second of the configurable symbols 1202A has beenconfigured with a yellow “M” prize component symbol corresponding to theMINI prize 934. In FIG. 14 , there is also an animation 1021B of the “R”prize component symbol moving towards the GRAND prize.

In FIG. 15 , an updated GRAND prize status 931A is displayed with theletter “R” 1501 within the word “GRAND” changing to indicate that aportion of the prize has been collected. In this way, progress towardcompleting the entirety of the prize is displayed to the player.

In FIG. 16 , a further configurable symbol 1203A has been configuredwith the green letter “A” corresponding to the MAJOR prize 932. FIG. 16also shows an animation of the yellow letter “M” 1202B moving towardsthe MINI prize 934.

FIG. 17 shows that the fourth configurable symbol has been configured toinclude a green letter “R” corresponding to the MAJOR prize. FIG. 17also shows an animation of the green letter “A” 1203B towards the MAJORprize 932.

FIG. 18 is a screen display at a later stage of the game. At this stageof the game, the GRAND prize status 931C is that letters “G”, “R”, “A”,and “N” have been collected, representing four prize component symbolsof the set of possible five prize component symbols required to completethe GRAND prize. Similarly, the letters “A”, “J”, “O”, and “R” of theMAJOR prize have been collected as indicated by MAJOR prize status 932A,representing four prize component symbols of the five prize componentsymbols required to be collected in order to be awarded the MAJOR prize.MINOR prize status 933A shows that the letters “I” and “O” have beencollected. Finally, MINI prize status 934B indicates that the letters“M”, “N”, and “I” have been collected and that one additional “I” prizecomponent symbol is required in order to complete the MINI prize. Asalso shown in FIG. 18 , a further configurable symbol has been selectedand has been configured with the yellow letter “I” prize componentsymbol corresponding to the MINI prize.

As shown in FIG. 19 , MINI prize status 934C is updated by animatingyellow letter “I” symbol 1902 within MINI prize status 934C.

FIG. 20 shows that following completion of the award, a completed MINIprize 934D is shown and a prize award message 2010 is displayed toindicate to the player that they are a “mini bonus winner” and that theprize has a value of “$100”.

Referring to FIG. 21 , after the prize is awarded, the MINI prize 934 isreset to its initial status, while GRAND prize status 931C, MAJOR prizestatus 932A, and MINOR prize status 933A remain unchanged. For example,in a subsequent free game, a configurable symbol is selected andconfigured with the orange letter “D” prize component symbolcorresponding to the GRAND prize, the GRAND prize will be awarded, inaddition to the earlier award of the MINI prize within the free gameseries. As another example, if in the same subsequent free game, afurther configurable symbol is selected and configured with the greenletter “M” prize component symbol corresponding to the MAJOR prize, theMAJOR prize is further awarded during the same free game.

FIG. 22 shows a subsequent free game where a further yellow letter “I”prize component symbol 2201 has been used to configure a selectedconfigurable symbol resulting in the update of the MINI prize status934E to indicate that one of the “I” letters has been selected.

In this respect, it will be apparent from a comparison of FIG. 22 andFIG. 18 that the specific configurable symbols are also associated withspecific positions within the prize where a letter is repeated. That is,when a letter “I” is selected in the MINI prize, it will be displayed ata specific position in this example.

Referring again to FIG. 10 , subsequent to the completion of the JackpotFeature sub-process of the Mega Feature, at step 1060, the processor 204evaluates symbols on win lines (in this example, 100 lines) using a paytable stored in memory 208 and by applying a three times multiplier. Anyawards for winning combinations are made to a win meter in memory 208.

At step 1065, the processor 204 determines whether the counter hasreached zero and if not, reverts to step 1008 to conduct a further freegame. Once the counter reaches zero, the processor 204 proceeds to step1070 of ending the Mega Feature game. In some examples, at the end ofthe Mega Feature game, the processor 204 may control the display todisplay the total amount won during the Mega Feature.

FIG. 25 illustrates an example of when the Jackpot Feature is conductedby itself to show some of the differences as compared to the MegaFeature. As shown in FIG. 25 , there are twenty display positionsarranged in five columns 611-615 and four rows 621-624. Indicator 2501includes the text “Jackpot Feature” to indicate to the player that theyare playing the jackpot feature. FIG. 25 illustrates that the GRAND,MINOR, and MINI prizes all have their initial statuses whereas theletter “A” has been collected towards the MAJOR prize status 932B. Twofurther configured configurable symbols 2511 and 2512 have been selectedand configured during the 4^(th) of the 10 free games as, respectively,letter “M” and letter “R”. An animation of the letter “R” symbol 2511Ais shown as moving towards the MAJOR prize. A further configurablesymbol 2513 is yet to be configured. From FIG. 25 , the skilled personwill appreciate that a major difference during conduct of the standaloneJackpot Feature is that there are fewer symbol positions at whichconfigurable symbols can be selected.

FIG. 26 is a flowchart of a method 2600 for retriggering one or morefeature games of an embodiment of the disclosure. In the example set offeature games described above, a feature game can be retriggered fromeach of the feature and composite feature games except triggering fromthe jackpot feature and the composite feature games that incorporate thejackpot feature. This is because when the jackpot feature is conducted(or game play characteristics of the Jackpot Feature are incorporatedinto a composite feature) there are no trigger symbols in the featuregame. In this specific example composite feature 1 is the only compositefeature that does not include the jackpot feature. An advantage of themethod of FIG. 26 is that it enables a further composite feature to betriggered from within a feature game.

At step 2605, the processor 204 conducts a free game series which, inthe example above, can be the five free games of the Prosperity Feature(feature 1), the five free games of the longevity feature (feature 2) orthe five free games of the first composite feature which combines theplay characteristics of features 1 and 2.

At step 2610, the processor sets a counter to an initial value of freegames. In this example five free games.

At step 2615, the processor decreases the counter by one. At step 2620,the processor selects symbols from reel strip.

FIG. 27 shows one example set of reel strips 2700, which can be used inthe Prosperity Feature. In this example, there are five-reel strips2721-2725 and fifteen-reel strip positions are illustrated 2701-2715.The reel strips include three different trigger symbols for example SCAT3 symbol 2741, SCAT 1 symbol 2742 and SCAT 2 symbol 2743. The symbols ofthe reel strips 2721-2725 also include stacks of symbols such as stack2701.

The process of selecting symbols conducted at step 2615 is generally asoutlined in relation to FIG. 4 above.

At step 2625, the processor 204 determines whether the selected symbolsinclude one or more trigger symbols. If the selected symbols include oneor more trigger symbols, processor proceeds to step 2630 and evaluates atrigger probability associated with each trigger symbol. Assuming nofeatures have been triggered, the processor 204 separately determines,for each appearing trigger symbol, whether to trigger the feature gamewhich the trigger symbol is associated. To do so, the processor 204obtains values from the RNG 212 and compares the obtained values to arange corresponding to the probability. In this example, once a featurehas been triggered, any further occurrences of the trigger symbol arenot evaluated.

At step 2635, the processor 204 determines whether a feature istriggered on the basis of the evaluation and if it is, at step 2636, theprocessor sets the feature as triggered. The processor 204 then proceedsto step 2637 of evaluating the symbols.

In the examples set of feature games described above, certain of thefeature games, such as composite feature 1 and feature 2, every SCAT 2symbol that appears during the feature game awards one free game, twofree games, or bonus credit prize. Accordingly, the step 2637 ofevaluating the symbols includes adding any bonus prize from the creditsymbols and updating the counter to add any additional free game. Thestep of evaluating the symbols 2637 also comprises that determiningwhether any pay line has a winning combination specified in a pay tablestored in memory 208. Where the feature game is the composite feature 1or feature 2, a multiplier is applied to any line win. All wins areadded by processor 204 to the win meter in memory 208.

At step 2640, the processor 204 determines whether the counter hasreached zero and if not, the processor 204 reverts to carrying out step2615. Once the counter reaches zero, the processor proceeds to step 2645and determines whether there are one or more triggers. If there are not,the processor 204 ends the game at step 2655. If there are one or moretriggers, the processor 204 starts a feature based on the triggeredfeatures 2650 that have been collected during the series of free gameswhich will be a composite feature if two or more features are conducted.

FIGS. 28, 29, 30, 31, 32, 33 and 34 illustrate an example of thisprocess in relation to a number of screen displays. In particular, thefigures show how two triggers can be collected during the “ProsperityFeature” which lead to conducting a composite feature game thatincorporates both the Prosperity and Longevity play characteristics.This is the feature game described as composite featured game 1 above.

As shown in FIG. 28 when the Prosperity Feature game is triggered, amessage 2805 is displayed with the text “Prosperity Feature won! Fivefree games. Grow reels and nudge WILDs! Press start feature” isdisplayed. As shown in FIG. 29 , the processor 204 then changes thedisplay screen to incorporate a layout similar to that shown in FIG. 9where there are five columns 611-615 and six rows 921-926. Indicator2905 indicates that the Prosperity Feature is in progress.

As shown in FIG. 29 , a SCAT 3 symbol 2915 corresponding to theLongevity Feature has landed and is being animated 2915A as movingtowards bag 3143. Referring now to FIG. 30 , in this instance, theappearance of the trigger symbol has caused a trigger probability to beevaluated and the feature to be collected. As a result, bag 3143 isupdated to provide an updated representation 3143A of the bag with theunderlying text “trigger collected” to indicate that the trigger for theProsperity Feature has been collected.

FIG. 31 shows a further trigger symbol 3111 (here a SCAT 1 symbol) haslanded on the second reel 612 and is being animated 3111A as movingtowards Prosperity bag 3141.

Again, in this example, the processor 204 has determined that thisinstance of appearance of the trigger symbol has resulted in the triggerbeing collected and as shown in FIG. 32 the representation of the bag3141A is updated to show that the trigger for the Prosperity Feature hasbeen collected.

Accordingly, at the end of the free games both the Prosperity triggerand the Longevity trigger have been collected and the processor 204determines on that basis that it should conduct a composite feature game1. Here, the Prosperity Longevity Super Feature (Super Feature 1described above) the processor 204 controls the display 240 to displaythe message “Prosperity Longevity Super Feature won! Five free games.Grow reels and nudge WILDs! SCAT 2 symbol awards additional free gamesor credit prizes! Press start feature”.

FIG. 34 shows an example of a screen layout for the Prosperity LongevitySuper Feature. In this example, there are five columns 611-615 of symbolpositions and here six rows 921-926. Indicator 3405 indicates that theplayer is playing the Prosperity Longevity Super Feature game. Indicator3407 indicates that a three times multiplier applies and indicator 3409indicates that one hundred lines will be evaluated.

Innovations described herein can be implemented in a server computers102 and/or gaming device 104A, 104B, 104C, 104X, 200 described withreference to FIGS. 1 and 2 . Thus, a server computer 102 or gamingdevice 104A, 104B, 104C, 104X, 200 is an example of an electronic gamingdevice as described with reference to FIGS. 1 and 2 .

For example, for the electronic gaming device, a game controller such asthe game controller 202 described with reference to FIG. 2 can performoperations to use a trigger symbol graphic, symbol collection graphic,bag graphic, symbol movement graphic, or symbol transformation graphic.In some example implementations, the game controller 202 can controldisplay of a trigger symbol graphic, symbol collection graphic, baggraphic, symbol movement graphic, or symbol transformation graphic. Inparticular, the game controller 202 can, if the supplemental feature hasbeen triggered in a feature game, control display of the trigger symbolgraphic, symbol collection graphic, bag graphic, symbol movementgraphic, or symbol transformation graphic, as reset, and otherwisecontrol display of the trigger symbol graphic, symbol collectiongraphic, bag graphic, symbol movement graphic, or symbol transformationgraphic with a current state advanced to a next state value. In somecases, the game controller 202 may selectively trigger the supplementalfeature and adjust a trigger symbol graphic, symbol collection graphic,bag graphic, symbol movement graphic, or symbol transformation graphic.In particular, the game controller 202 can, if the supplemental featureis triggered, reset the trigger symbol graphic, symbol collectiongraphic, bag graphic, symbol movement graphic, or symbol transformationgraphic, and otherwise advance the current state of the trigger symbolgraphic, symbol collection graphic, bag graphic, symbol movementgraphic, or symbol transformation graphic to a next state value.

A typical electronic gaming device is a specially-configured computersystem, and not merely a general-purpose computer. For example, onedifference between a typical electronic gaming device and commonprocessor-based computer system is that the electronic gaming device isdesigned to be a state-based system. In a state-based system, the systemstores and maintains its current state in non-volatile memory, which canbe implemented using battery-backed RAM, flash memory, a solid-statedrive, or other persistent memory. Different functions of a game (e.g.,bet, play, result, points in the graphical presentation, etc.) may bedefined as a state. When a game moves from one state to another, dataregarding the game state is stored in a custom non-volatile memorysubsystem. In some cases, the gaming device does not advance from acurrent state to a subsequent state until information that allows thecurrent state to be reconstructed is stored. In the event of a powerfailure or other malfunction, the gaming device will return to itscurrent state when the power is restored by recovering state informationfrom non-volatile memory. The restored state may include meteringinformation and graphical information that was displayed on the gamingdevice in the state prior to the malfunction. For instance, if a playerwas shown an award for a game of chance and, before the award could beprovided to the player, the power failed, the gaming device, upon therestoration of power, would return to the state where the award isindicated.

More generally, the gaming device records, in non-volatile memory, thevalues of game parameters assigned during play, such as variablesdetermined by an RNG or internal counters. (A game parameter, ingeneral, can be one or more variables whose values govern play at thegaming device and depend on a random selection process.) The value of agame parameter can be recorded periodically, in response to some eventsuch as user input, or whenever the value of the game parameter changes.This way, the gaming device can recover its state in case of a powerfailure or “tilt” event, allowing the gaming device to reconstructevents that have taken place before the power failure or “tilt” event.This requirement affects the software and hardware design on a gamingdevice. Game history information regarding previous games played, suchas an amount wagered, the outcome of the game and so forth, may also bestored in a non-volatile memory device.

In the context of the innovations described herein, for example, a gamecontroller 202 can save information about the current state of a triggersymbol graphic, symbol collection graphic, bag graphic, symbol movementgraphic, or symbol transformation graphic in non-volatile memory atvarious stages. After the trigger symbol graphic is reset to an initialstate value, or after the state of the trigger symbol graphic advancesto a higher state value, the game controller 202 can save information innon-volatile memory that indicates the state value. The non-volatilememory can also store other state information, such as a current betamount, bet level, an amount of credits remaining, and/or a win amountfor a base reel game, bonus reel game, and/or other supplementalfeature. More generally, non-volatile memory can store state informationsuch as positions of the respective reels, in addition to storinginformation that indicates the configuration of reel strips of thereels. After finishing a base reel game or supplemental feature, thegame controller 202 can store information in non-volatile memory thatindicates an outcome (e.g., award amount) or status.

Approaches described herein address the technical problem of how tomanage interaction between a trigger symbol graphic, symbol collectiongraphic, bag graphic, symbol movement graphic, or symbol transformationgraphic, and a triggering event for selectively triggering a feature.

In terms of technical effects, innovative features of a triggering eventwith a trigger symbol graphic, symbol collection graphic, bag graphic,symbol movement graphic, or symbol transformation graphic, representimprovements in the technical area of electronic gaming software andprovide new technology, in that they improve usability of electronicgaming devices by enhancing the user experience for players andrewarding a player for extended play time on the electronic gamingdevices. In some example implementations, the progression of a triggersymbol graphic, symbol collection graphic, bag graphic, symbol movementgraphic, or symbol transformation graphic for the triggering event isvisible to players. In particular, the progression of a trigger symbolgraphic, symbol collection graphic, bag graphic, symbol movementgraphic, or symbol transformation graphic for the triggering event mayprovide a build up to triggering of a feature, which may occur as areward to players for extended play on an electronic gaming device.These embodiments are thus not merely new game rules or new displaypatterns.

In at least the state-adaptive variations, true-persistenceimplementations, and skipped-enhancement variations described herein,using a boost stage with a metamorphic graphical element, such as thetrigger symbol graphic, symbol collection graphic, bag graphic, symbolmovement graphic, or symbol transformation graphic, offers new ways toachieve a desired game volatility (e.g., increase game volatility) whilemaintaining a designated level of RTP for a game. Furthermore, bymanaging weighted tables and/or other aspects of random numbergeneration events for a boost stage with a trigger symbol graphic,symbol collection graphic, bag graphic, symbol movement graphic, orsymbol transformation graphic, game play can be kept fair and consistentwith regulations while also enabling variation of game volatility for adesignated level of RTP for a game.

Thus, some aspects of the disclosure provide a method of operating agaming device including a display, and a game controller having at leastone processor and a memory storing a) a first trigger symbol associatedwith a first feature game, a second trigger symbol associated with asecond feature game, and a plurality of non-trigger symbols, the firsttrigger symbol, the second trigger symbol, and the plurality ofnon-trigger symbols forming a plurality of reel strips, at least aportion of the plurality of reel strips are viewable at a plurality ofcolumns of symbol positions on the display device, and one or both ofthe first trigger symbol and the second trigger symbol being selectableconcurrently for display, and b) instructions, which, when executed,cause the game controller to at least: select a plurality of symbols fordisplay in the plurality of columns of symbol positions, respectively,based on one or more of a plurality of random numbers generated by arandom number generator; determine whether the plurality of symbolsselected for display include one or both of the first trigger symbol andthe second trigger symbol; in response to determining that the pluralityof symbols selected for display include the first trigger symbol but notthe second trigger symbol, randomly determine whether to conduct thefirst feature game based on one or more of the plurality of randomnumbers; in response to determining that the symbols selected fordisplay include both the first trigger symbol and the second triggersymbol, randomly determine whether to conduct a third feature gameselected among the first feature game, the second feature game, and acomposite game incorporating at least one characteristic of each of thefirst feature game and the second feature game; and conduct one of thethird feature game and the first feature game, as determined

In one embodiment, the memory stores a plurality of triggerprobabilities. The instructions, when executed, further cause the atleast one processor to, when determining whether to conduct the thirdfeature game, assign respective trigger probabilities of the pluralityof trigger probabilities to the first feature game, the second featuregame, and the composite game based on respective identities of the firsttrigger symbol and the second trigger symbol, and evaluate therespective trigger probabilities assigned.

In one embodiment, the memory stores a plurality of triggerprobabilities. The instructions, when executed, further cause the atleast one processor to, when determining whether to conduct the thirdfeature game, assign respective trigger probabilities of the pluralityof trigger probabilities to the first feature game, the second featuregame, and the composite game based on one or more of the plurality ofrandom numbers, and evaluate the respective trigger probabilitiesassigned.

In one embodiment, the memory stores a plurality of triggerprobabilities. The instructions, when executed, further cause the atleast one processor to, when determining whether to conduct the firstfeature game, assign a first trigger probability of the plurality oftrigger probabilities to the first feature game based on an identity ofthe first trigger symbol selected, and evaluate the first triggerprobability assigned.

In one embodiment, the memory stores a plurality of triggerprobabilities. The instructions, when executed, further cause the atleast one processor to, when determining whether to conduct the firstfeature game, assign a first trigger probability of the plurality oftrigger probabilities to the first feature game based on one or more ofthe plurality of random numbers, and evaluate the first triggerprobability assigned.

In one embodiment, each of the plurality of columns of symbol positionsincludes a number of symbol positions. The instructions, when executed,further cause the display device to display an increase of the number ofsymbol positions in each of the plurality of columns of symbolpositions.

In one embodiment, each of the plurality of columns of symbol positionsincludes a number of symbol positions. The instructions, when executed,further cause the at least one processor to determine if a predeterminedsymbol has been selected for display, and, in response to determiningthat the predetermined symbol has been selected for display, generate ananimation of nudging the number of symbol positions to display thepredetermined symbol.

In one embodiment, the instructions, when executed, further cause the atleast one processor to: provide, for the second trigger symbol in thesecond feature game, a first number of instances of a first award and asecond number of instances of a second award; select one award of thefirst award and the second award, based on one or more of the pluralityof random numbers; and present the one award selected.

In one embodiment, the instructions, when executed, further cause the atleast one processor to, when awarding the one award selected, award theone award without replacing a respective instance of the one award inthe first number of instances of the first award or the second number ofinstances of the second award.

In one embodiment, the memory stores a plurality of weight tables. Theinstructions, when executed, further cause the at least one processorto, when determining whether to conduct the third feature game, assignrespective weight tables of the plurality of weight tables to the firstfeature game, the second feature game, and the composite game based onrespective identities of the first trigger symbol and the second triggersymbol, and evaluate the respective weight tables assigned.

In one embodiment, the memory stores a plurality of configurablesymbols. The instructions, when executed, further cause the at least oneprocessor to select one of the plurality of configurable symbols toconfigure the first trigger symbol, based on one or more of theplurality of random numbers.

In one embodiment, the instructions, when executed, further cause the atleast one processor to form a first prize with a plurality of prizecomponents.

In one embodiment, the instructions, when executed, further cause the atleast one processor to award the first prize when the first triggersymbol that has been configured completes a respective prize componentof the first prize.

In one embodiment, the memory stores a plurality of weight tables. Theinstructions, when executed, further cause the at least one processorto, when determining whether to conduct the third feature game, assignrespective weight tables of the plurality of weight tables to the firstfeature game, the second feature game, and the composite game based onone or more of the plurality of random numbers, and evaluate therespective weight tables assigned.

In one embodiment, the memory stores a plurality of weight tables. Theinstructions, when executed, further cause the at least one processorto, when determining whether to conduct the first feature game, assign afirst weight table of the plurality of weight tables to the firstfeature game based on an identity of the first trigger symbol selected,and evaluate the first weight table assigned.

In one embodiment, the instructions, when executed, further cause the atleast one processor to associate the first trigger symbol that has beenconfigured with a unique position in the first prize.

In one embodiment, the first feature game is non-retriggerable, and thesecond feature game is retriggerable, and wherein the composite game isnon-retriggerable.

In one embodiment, the first feature game is retriggerable, and thesecond feature game is retriggerable, and wherein the composite game isretriggerable.

In one embodiment, the instructions, when executed, further cause the atleast one processor to animate a modification of the plurality of reelstrips during one of the first feature game and the composite game.

In one embodiment, the instructions, when executed, further cause the atleast one processor to animate an insertion of a plurality of contiguousstack symbols into the plurality of reel strips.

It will be appreciated that the above provides but one example of how acomposite feature can be retriggered within a series of free games.

While the disclosure has been described with respect to the figures, itwill be appreciated that many modifications and changes may be made bythose skilled in the art without departing from the spirit of theinvention. Any variation and derivation from the above description andfigures are included in the scope of the present invention as defined bythe claims.

What is claimed is:
 1. An electronic gaming device comprising: a displaydevice; and a game controller having at least one processor and a memorystoring a) a first trigger symbol that triggers a first feature gamehaving a first animation, a second trigger symbol that triggers a secondfeature game having a second animation, and a plurality of non-triggersymbols, the first trigger symbol, the second trigger symbol, and theplurality of non-trigger symbols forming a plurality of reel strips, atleast a portion of the plurality of reel strips are viewable at aplurality of columns of symbol positions on the display device, and oneor both of the first trigger symbol and the second trigger symbol beingselectable concurrently for display, b) at least one table that lists aplurality of weights assigned to triggering the first feature game, thesecond feature game, and a composite game combining both the firstanimation and the second animation, respectively, and c) instructions,which, when executed, cause the game controller to at least: display aplurality of symbols randomly selected in the plurality of columns ofsymbol positions, respectively, based on one or more of a plurality ofrandom numbers generated by a random number generator; in response tothe plurality of symbols displayed include the first trigger symbol butnot the second trigger symbol, assign one of the plurality of weightsfrom the at least one table to the first feature game; in response tothe symbols displayed include both the first trigger symbol and thesecond trigger symbol, assign one of the plurality of weights from theat least one table to each of the first feature game, the second featuregame, and the composite game; and animate one of a) a third feature gamerandomly selected among the first feature game including displaying thefirst animation, the second feature game including displaying the secondanimation, and the composite game including displaying a combination ofthe first animation and the second animation, and b) the first featuregame, as determined based on the plurality of weights assigned from theat least one table.
 2. The electronic gaming device of claim 1, whereinthe instructions, when executed, further cause the at least oneprocessor to conduct the third feature game based on respectiveidentities of the first trigger symbol and the second trigger symbol,and evaluate respective weights assigned.
 3. The electronic gamingdevice of claim 1, wherein the plurality of weights assigned assigned totriggering the first feature game, the second feature game, and thecomposite game are different.
 4. The electronic gaming device of claim1, wherein the instructions, when executed, further cause the at leastone processor to, when determining whether to conduct the first featuregame, assign a first weight of the plurality of weights to the firstfeature game based on an identity of the first trigger symbol selected,and evaluate the first weight assigned.
 5. The electronic gaming deviceof claim 1, wherein the instructions, when executed, further cause theat least one processor to, when determining whether to conduct the firstfeature game, assign a first weight of the plurality of weights to thefirst feature game based on one or more of the plurality of randomnumbers, and evaluate the first weight assigned.
 6. The electronicgaming device of claim 1, wherein each of the plurality of columns ofsymbol positions includes a number of symbol positions, and wherein theinstructions, when executed, further cause the at least one processor tocontrol the display device to display in the first animation an increaseof the number of symbol positions in each of the plurality of columns ofsymbol positions.
 7. The electronic gaming device of claim 1, whereineach of the plurality of columns of symbol positions includes a numberof symbol positions, wherein the instructions, when executed, furthercause the at least one processor to in response to determining the firsttrigger symbol being displayed, control the display device to display inthe first animation a nudging of each of the number of symbol positionsto display the first trigger symbol.
 8. The electronic gaming device ofclaim 1, wherein the instructions, when executed, further cause the atleast one processor to: provide, in the second feature game, a firstnumber of instances of a first award and a second number of instances ofa second award; and display one award of the first award and the secondaward, randomly selected based on one or more of the plurality of randomnumbers.
 9. The electronic gaming device of claim 8, wherein theinstructions, when executed, further cause the at least one processorto, when displaying the one award selected, control the display deviceto display the one award without replacing a respective instance of theone award in the first number of instances of the first award or thesecond number of instances of the second award.
 10. The electronicgaming device of claim 1, wherein the at least one table is a firstweighted table of a plurality of weighted tables, wherein theinstructions, when executed, further cause the at least one processor todetermine one of the plurality of weighted tables to meet a designatedreturn-to-player.
 11. The electronic gaming device of claim 1, whereinthe memory stores a plurality of configurable symbols, and wherein theinstructions, when executed in the first animation, further cause the atleast one processor to configure the first trigger symbol with one ofthe plurality of configurable symbols selected based on one or more ofthe plurality of random numbers.
 12. The electronic gaming device ofclaim 11, wherein the instructions, when executed, further cause the atleast one processor to form a first prize having a plurality of prizecomponents each comprises a configured symbol.
 13. The electronic gamingdevice of claim 12, wherein the instructions, when executed, furthercause the at least one processor to award the first prize when the firsttrigger symbol has been configured into the configured symbol in thefirst animation and completes a respective prize component of the firstprize.
 14. The electronic gaming device of claim 1, wherein the at leastone table is a first weighted table of a plurality of weighted tables,wherein the instructions, when executed, further cause the at least oneprocessor to assign one of the plurality of weighted tables to achieve alevel of volatility.
 15. The electronic gaming device of claim 1,wherein a first of the plurality of weights assigned to triggering thefirst feature game equals to a second of the plurality of probabilityassigned to triggering the second feature game.
 16. The electronicgaming device of claim 12, wherein the instructions, when executed,further cause the at least one processor to associate the first triggersymbol that has been configured with a unique position in the pluralityof prize components of the first prize.
 17. The electronic gaming deviceof claim 1, wherein the composite game is non-retriggerable when atleast one of the first feature game and the second feature game isnon-retriggerable.
 18. The electronic gaming device of claim 1, whereinthe composite game is retriggerable when both the first feature game andthe second feature game are retriggerable.
 19. The electronic gamingdevice of claim 1, wherein the instructions, when executed, furthercause the at least one processor to animate a modification of theplurality of reel strips during the first feature game.
 20. Theelectronic gaming device of claim 19, wherein the instructions, whenexecuted, further cause the at least one processor to animate aninsertion of a plurality of contiguous stack symbols into the pluralityof reel strips during the first animation.